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Tresmeer:
You recall that liches are foul spellcasters who have sacrificed their mortality to become undead abominations. As for the monsters, you've heard of the goblin bands that plague the area. They tend to be the common problem in the area. Usually they are hardly a problem for the town watch. There are occasional ogre sightings, but those are thankfully rare.
GM Rolls:
1d20 ⇒ 20 As the group steps off the staircase, two cultists standing in front of what appear to be cells turn to look at the ragtag group. "आउटसाइडर्स!" Initiative:
Round 1: Everyone, Cultists
The group parts with Skaar, Stephen and Marcel departing through the glass door to the terrace. After rounding the corner, they see another shorter terrace about 20 feet above their heads. "That's the only way up since that crétin, Fargus, decided to put a cannonball through the stairs," Marcel says, pointing up at the gilded ledge. "I hope you have some rope." *** Harakhty, Cyna, Aurelea and Drago head back down the way they came, descending once more from the first level. Before them stands a reinforced iron door. Strange symbols are inscribed upon it, reading: शाही मकबरों.
Kargen's spear nearly takes Ahrmisa off her feet, but he can see she is bleeding profusely and on the verge of death. GM Notes:
A hp: 1 Kurth breaks the binding web and makes his way to the bar. Meanwhile, the gillmen continue to stab at the blinded Rees. Attack 1: 1d20 + 2 ⇒ (19) + 2 = 21; Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Rees groans as he is slain by the gillmen and Shoalo grabs the artifact, turning towards the door. Griffo struggles in the web but cannot free himself. Round 1: Ulionestia, Kargen, Kurth, Gillmen, Griffo, Garen
The seer's house where you have all gathered smells strongly of incense and herbs. Rowlan, the venerable seer of Ardfell, rests his gnarled, leathery hands on his staff and looks over you. His expression is a puzzling mix of sadness and hope as he seats himself in a highback chair. He opens a massive tome that rests in front of him. Settling on a page somewhere toward the back, Rowlan clicks his tongue and addresses you. "I am glad that you four have the courage to help Ardfell in its time of need," Rowlan says, his voice strong. "We were fools to trust outsiders for our safety. We have survived in this village for almost 300 years without outside help. Ah, modern times...Anyhow, we should get down to the problem at hand.
Rowlan pauses for a moment to spit on the ground at their mention. "They all ventured to the keep and all but two returned with the artifact. It looked like a horn of ivory with wicked things carved upon it. They took it and our money when they left Ardfell. Since that day, we have had nothing but dark clouds, dead crops and sightings of monsters just outside our gates.
My apologies. I've been sick for over a week and the medication I got from the doctor doesn't seem to be helping me much. So recruitment is closed and the final applicants are: Tresmeer (Expert)
Give me a few minutes and I'll post my decision.
I want to try and make the transition as organic as possible, so you'll probably get to level 3 before you arrive in a town that can provide training if you go into a class that conceptually requires training (cleric, fighter, wizard, paladin, etc.). 'Natural' classes like oracle, witch, barbarian and such I'll let you take when you hit level 3. I actually had to go on Google and look up Treasure Hunt and Under Illefarn, so I think I can safely say I have my own ideas. But I do like Treasure Hunt's premise that your class is dictated by how you deal with encounters. For languages, I suggest halfling, dwarf and possibly elven. They're the most common inhabitants of this area. Here's a map of the continent you will be on. The village of Ardfell is in the country of West Alarion.
After a few moments, the gillman party arrives. Smaller and more low-key than your group, the gillman contingent consists of only two Low Azlanti, a man and a woman. The male bears a delicately wrapped bundle of cloth, apparently around the Azlanti relic, while the woman acts as bodyguard. "Greetings, Pathfinders," the male says after taking a seat. "I am Shoalo and my companion is Ahrmisa." Shoalo sits at the table and places his package before you. Ahrmisa stands behind him, silently eyeing you suspiciously. "Shall we?" Shoalo asks Rees to place yourr item on the table for inspection and offers his as well. He takes only a cursory glance after Rees unwraps the artifact. With a quiet 'harumph', Rees takes a look at the artifact the Low Azlanti produced. Appraise: 1d20 + 11 ⇒ (15) + 11 = 26 "This is obviously fake! What are you trying to take us for?!" Rees declares loudly. As Shoalo reaches for the real artifact, Rees takes his cane and knocks the gillman back. He quickly bundles the artifact and retreats. From the bar, a glass shatters, the gillmen close their eyes and a blinding light overtakes the tavern as the torches appear to spew forth fireworks. Will Saves: Rees: 1d20 + 3 ⇒ (1) + 3 = 4
Rees and Garen are blinded for 1d4 + 1 ⇒ (2) + 1 = 3 rounds. Initiative: Ulionestia: 1d20 + 6 ⇒ (19) + 6 = 25
The female behind the bar casts another spell, but only Garen avoids being tangled by the webs. Reflex Saves: Kurth: 1d20 + 2 ⇒ (8) + 2 = 10
The other two gillmen approach Rees with their spears and attack him. Attack 1: 1d20 + 2 ⇒ (5) + 2 = 7
Ahrmisa pierces Rees side as he blindly clutches the artifact. GM notes:
Rees hp: 17 The bartender casts yet another spell, coating the table you are at in grease. More Reflex Saves... Kurth: 1d20 + 2 ⇒ (7) + 2 = 9
You all fall to the ground after slipping on the bartender's latest spell. Round 1: Ulionestia, Kargen, Kurth, Gillmen, Griffo, Garen Side Note: I hate cheesy tactic encounters.
Drago's bolt finds its target, which softens the ranger up for the final blow from Skaar. The corpse falls to its knees, a quickly-forming pool of blood surrounding the man's body. Marcel looks to the orc. "Perhaps you did not need my help after all," he says after a moment. "But I can still be of assistance, I suppose." He walks over to Aurelea and pours a vial of fluid down her throat. Potion of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5 He then walks over to Cyna and does the same. Potion of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 Though Aurelea eventually stirs from unconsciousness, Cyna remains out. Marcel fishes in a pocket and produces a key. He hands it to Harakhty. "This should open the dungeons below. I found it on a cultist. Go and free the priests. I shall handle Kabir myself. Despite your performance, I don't think you have much fight left in you," Marcel says in assessment. "Unless you can revive the tiefling here, I'll have my men take her to my boat. She'll be safe there if you cannot help her."
@Kor: I'm using my usual homebrew world of Vesaria. I'll be using the Pathfinder Pantheon, minor gods from Gods and Magic included. The only notable differences (at this time) is that Urgathoa's following is more of a cult with spreading undeath being their primary concern, Aroden's impact was much less than in Golarion (he's more akin to St. Cuthbert from 3.5), Arazni was just a mortal and remained that way, and there is no Razmir. And Nethys dwells in the world somewhere. @kolpo: It's usually prefer that you put your character in your profile, so I can easily look up something if I need to. But, if you have a way of getting it to me that's easier for you, I won't have a problem with that. I should probably mention that I'd like to keep a fairly quick pace. My other homebrew PbP suffers from moments of non-posting.
The dark clouds hung over the village of Ardfell like they did since the adventurers came. There was never any rain, only a sense of fear. The fields were fallow and the mines infested with giant spiders and worse. The sounds from beyond the walls were unnatural and nowadays people hid once the faint rays of sun set. The shadows were long in the village square as all the townspeople looked to the seer. "Much like a pebble disturbs a still pond, so too have these adventurers disturbed our lives. These self-proclaimed 'saviors' have thrust us into a dangerous predicament and we are left to deal with it ourselves. I require four of you to go forth and save our village." So spoke the seer of Ardfell. The townspeople looked amongst themselves, trepidation in their eyes. What would happen next and who would bear this burden? *** I'm looking for 4 individuals for this game. Characters start as 1st level NPCs (adept, aristocrat, commoner, expert or warrior). 15 pt. buy. 260 starting gold. Core races only. Ardfell is a village of 93 men, women and children. It's not very diverse race-wise. I'll close recruitment tomorrow evening or when I have four people.
As Skaar rises and moves next to the vanara, the cultist grimly grabs another vial from his belt and downs it. His muscles bulge slightly as the contents slide down his throat. GM Notes:
Bull's Strength: 10 rounds
Strength = 21 +2 to attack/damage Round 8: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty, ?
GM Notes:
C hp:25 As the cultist receives two more bolts for his trouble, he pulls a small vial from his belt and drinks the contents. He pulls the bolts free from his flesh and looks eager to continue the battle. GM Rolls:
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 Round 7: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty
Drago moves back, but his spell has no effect on the ranger. The cultist steps forward and directs his attacks towards Stephen. Attack 1: 1d20 + 6 ⇒ (20) + 6 = 26; Confirm: 1d20 + 6 ⇒ (5) + 6 = 11; Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Round 7: Drago, Skaar, Aurelea, Cyna, Stephen, Cultist, Harakhty
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